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<title>godot.git/main/input_default.cpp, branch fix/use-bin-name</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom/main/input_default.cpp?h=fix%2Fuse-bin-name</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/main/input_default.cpp?h=fix%2Fuse-bin-name'/>
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<updated>2017-09-30T14:19:07Z</updated>
<entry>
<title>Renamed fixed_process to physics_process</title>
<updated>2017-09-30T14:19:07Z</updated>
<author>
<name>AndreaCatania</name>
</author>
<published>2017-09-30T14:19:07Z</published>
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<id>urn:sha1:4537977d6dd2a76580d9ab611a18634efab55c74</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Rename pos to position in user facing methods and variables</title>
<updated>2017-09-20T11:11:10Z</updated>
<author>
<name>letheed</name>
</author>
<published>2017-09-10T13:37:49Z</published>
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<id>urn:sha1:5ad9be4c24e9d7dc5672fdc42cea896622fe5685</id>
<content type='text'>
Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:

* pos -&gt; position
* rot -&gt; rotation
* loc -&gt; location

C++ variables are left as is.
</content>
</entry>
<entry>
<title>Fixed to InputDefault, button mask was wrong. Fixes to editor camera interpolation.</title>
<updated>2017-09-16T15:12:41Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2017-09-16T15:12:11Z</published>
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<id>urn:sha1:844c5e12e664e3212feacc9ee3200e116556fbc7</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Dead code tells no tales</title>
<updated>2017-08-27T20:13:45Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-08-27T19:07:15Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=7ad14e7a3e6f87ddc450f7e34621eb5200808451'/>
<id>urn:sha1:7ad14e7a3e6f87ddc450f7e34621eb5200808451</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Use HTTPS URL for Godot's website in the headers</title>
<updated>2017-08-27T12:16:55Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-08-27T12:16:55Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=bd282ff43f23fe845f29a3e25c8efc01bd65ffb0'/>
<id>urn:sha1:bd282ff43f23fe845f29a3e25c8efc01bd65ffb0</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Fixed OUYA Game Controller for 3.0</title>
<updated>2017-08-17T01:39:00Z</updated>
<author>
<name>Corruptinator</name>
</author>
<published>2017-08-17T01:39:00Z</published>
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<id>urn:sha1:c672ff80c9703af393641050807075a5894d6a3c</id>
<content type='text'>
Input_default.cpp has been updated for the OUYA Game Controller to work
with fixed and functional mapping for Godot 3.0
</content>
</entry>
<entry>
<title>InputDefault: Fix joypad actions when axis quickly changes direction.</title>
<updated>2017-08-12T18:46:36Z</updated>
<author>
<name>Andreas Haas</name>
</author>
<published>2017-08-12T18:45:56Z</published>
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<id>urn:sha1:3bea3256f5def126b2b6d639ed70c4ddc3990344</id>
<content type='text'>
The fix (inserting a fake event so actions get released properly) was already there but disregarded the case when the hardware sends values in the [0;1] range.
</content>
</entry>
<entry>
<title>Restored black bars and custom images instead of black bars, closes #1571</title>
<updated>2017-08-07T21:09:13Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2017-08-07T21:06:57Z</published>
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<id>urn:sha1:539fbad919643c1ca61c6601e7a228e8a6a307bd</id>
<content type='text'>
</content>
</entry>
<entry>
<title>OUYA Controller for Version 3.0 input_default.cpp</title>
<updated>2017-07-12T02:17:28Z</updated>
<author>
<name>Corruptinator</name>
</author>
<published>2017-07-11T21:42:18Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=a6b519fe7141e9ffd7e2494202664f9b8264cdc6'/>
<id>urn:sha1:a6b519fe7141e9ffd7e2494202664f9b8264cdc6</id>
<content type='text'>
OUYA Game Controller for the Godot Game Engine version 3.0, allows the
controller to be implemented in the if (ANDROID) part within
input_default.cpp, hopefully fixing the problem that originated from
#9390 on version 2.1.4 BETA as well.
</content>
</entry>
<entry>
<title>Fix possible crash in joy_axis (fixes #4944).</title>
<updated>2017-06-22T14:52:11Z</updated>
<author>
<name>Marcelo Fernandez</name>
</author>
<published>2017-06-22T14:52:11Z</published>
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<id>urn:sha1:2419a4e4ffd494c3f22d9736a1fd4d67e016b474</id>
<content type='text'>
</content>
</entry>
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